The Core Mechanic
The Core Mechanic is, essentially, a roll-under d100 system, looking like this:
d100+-relevant modifiers under stat+-relevant modifiers
This is how unopposed checks work, anyway.
Opposed work like so:
D20+relevant modifiers vs Opponents check
Character Creation
What do you call yourself: Self explanatory. It's the name. But it's also important because, to check of at least one item on my 'Fantasy Cliche Checklist', names have power. So be careful.
What kind of person would you describe yourself as? Personality, basically. This is also important, although that's spoiling what happens later on so you don't get to know more.
Describe your physical appearance here:Do I actually need to explain this? Although, in regards to special abilities/features, you may want to describe those here. Just in case.
Describe the weapon: Again, self-explanatory, and not as important as it seems, at least immediately. Although, this'll probably be the only weapon you get of any worth, and it will decide your fighting style to an extent, so also choose with caution. No ranged weapons though, if you would.
At character creation, you get 250 points, to distribute between stats, skills and special abilities/features. The stats have already been explained in the sheet, but just in case:
STR: Strength. This is fairly obvious.
END: Endurance. Again, self-explanatory.
AGI: Agility. Speed, of both the ordinary and reactionary kind, as well as manoeuvring in midair and such,
DEX: Dexterity. Nimble fingers.
INT: Intelligence.
WILL: Willpower.
POW: Power.
The stats represent your base chance of succeeding at any given task, not including skills and such. The points here are distributed between STR, END, AGI, DEX, WILL and INT. POW is the odd one out. POW represents your metaphysical weight, your importance. You get to either put in a ?,?? or
there, which will determine from what range of numbers I'll roll it. The higher it is, the more 'magical' you will be and it is fairly important later on, but at the beginning it just means you'll have a great destiny, trouble will be attracted to you like moths to an open flame and a lot of stuff will try to eat you. However, as incentive, later on it may mean if it's high enough that you get to pull of minor reality warping and such. Or, at the highest possible number, that the universe is your bitch.
Skills
You may also spend points on skill which, when rolling in either opposed or unopposed checks, increase either the number you roll under in case of the latter, or, in case of the former, your actual roll. You spend 1 point per skill rank up to a maximum of 10 at the beginning, although this will increase as the game goes on. Skill can, in theory, be anything, so make it up. I do reserve the right to veto it, though.
Also, keep in mind that while certain skills can be performed untrained (with a +5 penalty on your roll) such as unarmed combat, others, such as driving, cannot.
Special Abilities/Features
These are basically anything special or extraordinary about you that isn't really magical, be it super hearing, a tail or ears, night vision, an eidetic memory or some other such thing. These cost 2 points per ability/feature, up to a maximum of 3. As in the case of skills, I reserve the right to veto it.
Combat
First of all, this game uses a chunky salsa health system, so if you don't like that, go ahead and leave. Unless you're still willing to give this game a try, I dunno.
You still here? Good. So, combat basically works as an opposed combat check, with the person attacking vs the person defending rolling like so:
d20+DEX+Weapon Bonus+Skills+Anything else relevant vs d20+AGI+Skills+Anything else relevant
Of course, this is just the to-hit roll, since then we roll to gauge the damage.
d20+STR+Weapon Bonus+Anything Else - d20+END+Armour Bonus+Relevant things.
The end result of the second roll tells me how hard that hit was. Of course, called shots are part of the 'relevant things' but they may not always be a good idea, since they can also make it harder to actually hit.